Barbarian
Base Class: Barbarian

Fear is a universal feeling of all life in the world, whether they run from it, utilise it or deny its truth as a last-ditch lie to protect their image. Barbarians often can use fear as well, but those pushed into the Path of Dread are those who become pure icons of the primal energy of fear, as a crucible to their own growth, and a weapon unto others.

Dread Barbarians can be found rarely and spottily throughout Crún Coraan with no real tangible thread on how their powers surfaces, some are warriors wrecked by trauma found wandering the wastes of Vargvind, while others would be completely unassuming Fey in the Illimiteh until their form snaps into one that sheds the blood of those who assumed them an easy target.

Frightening Rage

At 3rd level, the hysteria rampant in your body bursts out. When you enter your rage, you may choose up to two creatures within 60 feet. The creatures must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be frightened of you for 1 minute. This frightened condition is unique, instead of the normal effects creatures cannot intentionally move away from you and have disadvantage on attack rolls against creatures other than you. A frightened creature can repeat the save at the end of its turn. 

You may also attempt this effect as a bonus action. Each time you perform this ability as a bonus action you make a DC 6 wisdom saving throw, the DC increasing by 2 every time you succeed. If you fail, you enter the Icon of Dread state.

Icon of Dread:

While in this state, both an overwhelming fear and hunger for it overwhelms you for 1 minute and you gain the following effects.

  • You are raging and gain resistance to psychic damage.
  • Your attacks deal additional damage equal to your Constitution modifier.
  • You are immune to being frightened.
  • At the start of each of your turns, roll 1d6. On a 1 you attack a random object that turn, on a 2-3 you are hostile to the nearest creature that turn on a 4-5 you are hostile to a known ally that turn and on a 6, you have full control that turn.

This effect ends after the duration, if you become unconscious, your rage ends or if you are affected by a calm emotions or lesser restoration. DM discretion can have this effect ended through roleplay and subsequent dice rolls as they see fit.

Dreaded Judgement

Starting at 6th level, you learn how to take advantage of those whose minds are muddled by fear or manipulation, striking the heart even further. The first creature you hit on each of your turns that is suffering from the frightened or charmed condition takes an extra 2d6 psychic damage.

Insurmountable Dread

Also at 10th level, those who are mindless or mind-guarded cannot resist your fear. Creatures that are immune to frightened are not immune to frightened effects that come from you.

Eldritch Safeguard

Starting at 10th level, you gain the ability to surround others using the pent-up miasma that rests in your skin, protecting their body from blows and their minds from meddling. As an action, choose an ally you can see within 30 feet to give a +2 AC bonus for 1 hour. While having this increased AC, they are also immune to the frightened and charmed conditions.

Once you use this feature, you can’t use it again until you finish a long rest.

Dread Paragon

Starting at 14th level, you are permanently immune to the frightened condition. Additionally, when you fail your save against Icon of Dread you can instead enter the Dread Paragon state, granted from mastering and perfecting fear as spectral wings appear to signify your superiority (You can also choose to fail the save). You have all the effects of Icon of Dread but have full control over who you attack, you have a flying speed equal to your walking speed and you have advantage on attacks against frightened or charmed creatures. 

Once you enter the Dread Paragon state, you cannot do so again until you finish a long rest.

Previous Versions

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8/18/2022 8:11:38 AM
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